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Axis & Allies» Forums » Variants

Subject: Bombers cost 10, among other changes to them rss

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wodan wodan
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Here are the changes
1. Bombers cost 10 ipcs
2. Bombers can't attack sea units
3. Bombers can't land on aircraft carriers
4. Surviving Bombers leave after the second round of offensive combat.
5. Bombers can leave after the first round of offensive combat
5. Bombers are fired at by AA guns each offensive combat round they participate.

For the record, dive bombers are considered to be part of the fighter unit, not the bomber unit, thus explaining why fighters can destroy naval units and bombers attack industrial complexes but not the other way around.

The changes are to make the bombers both a more reasonable and usable unit and more realistic.
 
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Justin S.
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One thing wrong with these "variants". Bombers can not land on carriers in the real rules as far as I konw.
 
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T G
Norway
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I like the idea of cheaper bombers not being able to kill navies. But the cost of 10 and range of 6 would make them very powerfull in low luck territory swapping.
 
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wodan wodan
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that's why I limit the number of rounds they participate (since bombers only have so many bombs), and also make them take a hit from AA each combat round. To reflect that they appear in combat in a brief yet devastating manner before having to return. This was intended to reduce the effectiveness of bombers so that they were not preferred to fighters because of their higher attack and range.

Do you think the variant bomber unit would be more balanced if it could participate only in the first round of combat? Or perhaps the bomber behaves like a battleship in an amphibious attack except that it is vulnerable to AA. Below, I’ve written a new version.

1. Bombers cost 10 ipcs
2. Bombers can't attack sea units
3. Bombers can't land on aircraft carriers
4. Bombers leave immediately after attacking in the first round of offensive combat (they can still get hit by AAs beforehand of course).

That leaves bombers as a unit with two purposes, deteriorating opponent’s economies, and providing brief yet powerful combat support in a wide range. Britain would build them to torment Germany and vice versa. Japan would use them to lay siege to the mainland with its varied and distant enemy territories, while America might use them to assist in Island Hopping (since they can’t participate in sea battles anyway) and bombardment of Japan might even become feasible.
 
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Jérôme
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Nice suggestion, I'll try to play with your variant rules next time (A&A:E).
 
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Steve
Thailand
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wodan46 wrote:
Here are the changes
1. Bombers cost 10 ipcs
2. Bombers can't attack sea units
3. Bombers can't land on aircraft carriers
4. Surviving Bombers leave after the second round of offensive combat.
5. Bombers can leave after the first round of offensive combat
5. Bombers are fired at by AA guns each offensive combat round they participate.

For the record, dive bombers are considered to be part of the fighter unit, not the bomber unit, thus explaining why fighters can destroy naval units and bombers attack industrial complexes but not the other way around.

The changes are to make the bombers both a more reasonable and usable unit and more realistic.

Interesting idea.

However, bombing IC is finely tuned. This upsets that.
. . 1] Now nations can buy 50% more Bombers.
. . 2] Each hit by an AA gun shoots down just $10 worth of Bombers, not $15.
Solution is to have the damage to the IC be the die roll minus 1. This is an average of $15 for 6 attacking Bombers instead of $21. And additional AA guns and/or Ftr defending the IC each get just one AA shot with the hit # of 1, not 1 per plane.

But, Bombers should be able to attack Subs. But, at a cost of 2 "range points".

Also, it was Japanese "Bombers" that sank the Prince of Wales and Repulse with torpedoes. They also sank the Chicago. American Medium "Bombers" used skip bombing in the Battle of the Bismarck Sea to smash a troop Transport convoy.

Another solution to the Bombers attacking ships problem is to have planes pay 1 range point to attack ships. This reduces their range over water by 1 space. Also Ftr pay 1 range point to fly off a CV. A 3rd idea is to cut Bombers in half to 2 when they attack ships. Maybe 3 with a good Tech.
 
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Steve
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The thing about Bombers flying out 3 Sea Zones to attack ships is that -
. . 1] Until the B-29 bombers just didn't have that much range.
. . 2] And worse, it was unlikely that they would sight the enemy force that far out in time for them to arm and launch an attack that could fly that far before sundown. By the next day they would need to spot them again.
. . 3] Even 2 Sea Zones out would be hard to get an attack organized in time.
. . 4] But, to patrol to search for and attack Subs or to orbit over a convoy 2 Sea Zones is a reasonable range to find and attack Subs with Bombers.

Therefore, 2 Sea Zones out is more reasonable for Bombers and 1 SZ out for FTR.

Making SBR they are mostly flying over the narrow English Channel. The designers designed the game with this use in mind, because it is what the UK and US really did. When refighting the Battle of Britain here, Germany doesn't need range 6 Bombers, range 4 or 5 would be enough.
. . . However in the Pacific [if the game revolved around events in the Pacific, which it doesn't] Range 6 Bombers can SBR Japan from Wake or Okinawa. Wake [which might be better called Marshal or Gilbert Islands] was too far for even B-29s to reach and Okinawa [which might better be called the Marianas Islands, Sipan & Guam] was too far for B-17s but OK for B-29s.

On land Bombers are supporting attacks in territories that are adjacent to ones they already control. So, the range is used in a series of short hops where they could refuel along they way.

 
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